Pit People

Pit People

162 ratings
An Extensive Guide to the Units of Pit People
By grimbly
This is a guide that includes the basic information about each unit. It further explores tips, strategies, and party compositions for units
   
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Introduction
HI! This is my first guide so any help or constructive criticism given would be appreciated! I am a bit addicted to Pit People and I'm very much into helping others and understanding mechanics of games. So here is how the guide works: I will begin each section with a brief rambling about the character type and a picture of it. Then, I will have a list of some stats:
Location: Best areas to find this type of unit on the world map.

HP (Hit Points): will either be low, average, or high. This rating will be based on the character's stats at level 1.

Movement: will include the number of hexes that the character can move in one turn and if the character flies or not (keep in mind that heroes can often move 1 extra hex and overencumbered humans will often lose a movement).

Range: will include the number of hexes that the character can attack from.

Strengths: will include the enemies that this character naturally does extra damage to.

Resistances: will include the elements, weapons types, or enemies that this character naturally takes less damage from.

Weaknesses: will include the elements, weapon types, or enemies that this character is naturally weak against.

Slots: the number of spaces that the character takes up on a team.

Works Well With: will include other characters that work well with this character when on a team together with an explanation of why.

Doesn't Work Well With: will include other characters that aren't so great when paired with this character on the same team with an explanation of why.

Customization: will include all of the customizable options for this character type.

Unique Abilities: will include the abilities that are unique to this character type.

Tips: This section will often be a bit longer. I will include some tips on how to use the character effectively in battle.

Rank: In this section I will give my completely arbitrary opinion on how good this type of character is overall. I will try to update this as the game updates so that it remains accurate. The scores will either be 1 (very strong), 2 (strong), 3 (average), or 4 (below average). I will also give an explanation of why the character received the ranking that it did.
Contributors
A big thanks to all of these people that help keep this guide accurate and extensive!

@Sill, for giving me some extra information on how to use troll moms and gorgons more effectively. Thanks, pal! :)

@Mr.Evolution, for reminding me that vampires hurt themselves when flying *-* can't believe I forgot about that. Also a tip about robot usage.

@The_Technomancer, for helping me format the guide to make it a bit more legible!

@Cyanide, for fact checking some things for me and of course featuring my guide in his! He has the best tier list on here, so make sure to check that out!

@PlasmaBlade, for noting that electrobots can defend hair trolls and troll moms effectively. Also, for confirmining that octoclopses counter each other.

@vladsworth Doomsday commie, for suggesting that I add the locations of the units.

@Supox909, for pointing out that octoclopses counter each other.

@itssirtou, for telling me about gorgons with some tips for them and troll moms.
An Opening Note
I have come to the decision that I'm going to suspend my tier list on here. I don't really want to have to keep that information up to date. I might update some occasionally, adding some stuff whenever I feel like it. I'll probably try to keep them at least roughly accurate. Luckily, there are some other great guides that are devoted to being a tier list. Nox has been extremely helpful to me and has made a tier list of his own! Check that out if you want a more up-to-date tier list.
http://steamcommunity.com/sharedfiles/filedetails/?id=856903730

I just want to say, before my ratings cause any controversy. My opinions may be wrong. I haven't used all of the characters in equal measure. Even more importantly, I strongly believe that any and all characters can be used effectively in the right team comps and in the right situations. My ratings just reflect my experience with them and how useful I find them to be. With that being said, I hope the information that you find in here is helpful!
Human and Demi-Clops (Melee)








To start off, humans and demi-clops have the exact same stats. This has been confirmed by Dan Paladin (the developer),
"Sometimes I toss around the idea of shifting them a little in stats, but they are no different currently. The current reason to bring a demiclops is because they are cool as heck."
The only difference is their physical appearance (Demi-clops has one eye). From here on out I will simply refer to both as human. Melee humans have 4 choices for weapons--light swords, medium swords, heavy swords, and mallets.
  • Light swords are weaker than the other swords, but weigh much less, hit twice in one turn, and decrease the enemy's dodge chance. They also raise your dodge chance if your character isn't using heavy armor. Keep in mind that all swords are weak against helmets.
  • Medium swords are a bit stronger, but weigh more. They also only hit once per turn. Keep in mind that all swords are weak against helmets.
  • Heavy swords do the most damage of any of the swords, but weigh quite a bit. They only hit once per turn. Keep in mind that all swords are weak against helmets.
  • Mallets have relatively low damage, but do a lot of extra damage against people with helmets.
Location: Anywhere
HP: Average
Movement: 3 hexes (Cannot fly)
Range: 1 hex
Strengths: Helmets (If the human has a mallet)
Resistances: Swords (If the human has a helmet)
Weaknesses: Mallets (If the human has a helmet)
Slots: 1
Unique Abilities: Fully customizable

Works Well With: Anything, really. Humans can fit into any team comp.

Doesn't Work Well With: Nothing.

Customization: Helmet, Weapon, Shield.

Tips: Humans are extremely versatile. You can use them to fill just about any gap in your team comp. Be sure that you give the human equipment that complements the rest of your team's abilities. If you're using a few humans, try to have their equipment branched out some so that they can explot enemy weaknesses as much as possible. When in battle, make sure that you're placing your humans in the right areas to get out as much damage as possible (ex. mallets next to helmet people, light swords next to enemies with high dodge). Be sure that you keep them at or below 100% weight capacity, as they get a huge debuff on their attack if overweight.

Rank: 1. Humans will most likely always be a very strong pick just because they are so versatile and form the backbone of any team.
Human and Demi-Clops (Ranged)
Ranged humans have 4 different options for weapons: Throwing weapons, light bows, heavy bows, and mortars, with all but the throwing weapons getting extra ammo if the unit has not moved on its turn.
  • Throwing weapons have a short range, but can be used effectively as melee weapons too. Most of them have a 16% stun chance per throw and the character will throw 2 each turn (not sure if stun chance is 16% overall or 32% since its 2 throws). The melee attack cannot stun.
  • Light bows have a long range and fire a lot of arrows. Their damage is pretty low, though. People using bows cannot shoot people on the hexes next to them and will do a very weak melee attack instead.
  • Heavy bows have a slightly shorter range (compared to light bows), but do more damage. They fire fewer arrows. People using bows cannot shoot people on the hexes next to them and will do a very weak melee attack instead.
  • Mortars are long-range, heavy weapons. They have 2 main variants, explosive or single-shot. Explosive mortars have slightly less damage (although right now they are glitched and do way more) in exchange for having an area of effect attack. Single-shot mortars do a bit more, but only hit one person. Mortars cannot shoot people near them (about 4 hexes).
    HP: Average
    Movement: 2 hexes (Cannot fly)
    Range: Varies by weapon, Thrown weapons have 1-2 hexes of range (at 1 range is melee at 2 range is throw), light bows have 2-7 range, heavy bows have 2-5 range, and mortars have 5-7 range.
    Strengths: Vampiresses are weak to sharp projectiles and some mortars.
    Resistances: None
    Weaknesses: Kobolds deal extra damage to them. Shields can block almost all of their damage output.
    Slots: 1
    Unique Abilities: Can hit enemies at ranges that no other character can (which is the 4-5 hex range)

    Works Well With: Spidaurs, because archers can ride on their backs and still get extra ammo. Mascots, because they give an accuracy boost that melee people can't really use. Shield humans, just in case your archers miss and hit your own people, shields humans can block it.

    Doesn't Work Well With: Vampiresses, because you will probably accidentally shoot them at some point and they take extra damage from your arrows. Hair trolls, because they take up 2 slots (leaving less people to help defend your archers) and because they throw enemies behind them, which will most likely throw enemies at your archers.

    Tips: Ranged people need to be protected because their movement is very low and their melee attack is very weak. They should be kept a good distance from the main battle. Make sure to scroll over your archer on your turn and look to see who they are about to shoot at to ensure that they aren't shooting at someone with a shield. Try to avoid moving them if you can, since they will fire double if they haven't moved (sometimes mortars only fire 1 still). Helmets aren't particularly good on archer types because they lower the archer's damage. The archer's main goal is to do damage, and defense is worth less on them because they are supposed to avoid getting attacked.

    Rank: 2. Mortars got nerfed, but ranged people are still pretty strong.
Vampiress (Vampire)
Location: Forests and necromancer areas.
HP: Low-Average
Movement: 3 hexes if walking, 5 hexes if flying
Range: 1 hex
Strengths: Bleeding Enemies
Resistances: None?
Weaknesses: Sharp projectiles (bows, some mortars)
Slots: 1
Unique Abilities: The Vampiress can both walk and fly. Flying hurts them by around 5 damage, but allows them to avoid obstacles (spikes, fire, etc.) and move 5 spaces instead of 3. To fly, hold down the move button outside of the vampire's normal move range. Also, the vampire heals everytime it hurts an enemy (1-3 hp), as long as the enemy isn't lifeless (so it doesn't heal from attacking cupcakes, wraiths, zombies, or robots). If the enemy is bleeding, the vampire does extra damage and heals by more.

Works Well With: ?

Doesn't Work Well With: Maybe archers, since they could accidentally shoot the vampire.
Customization: Head gear, Back decoration

Tips: The vampire is a good executor. You can have them play safe until an enemy gets low, and then have them fly out for the final blow. They do damage in the double digits to bleeding enemies and heal a bit more health.

Rank: 2-3. Vampires are pretty strong, but if you use them incorrectly they can die within a few turns. Their health is just a bit too low to be a strong frontline member of the team, but their damage potential is very high, so they aren't bad.
Wraith
Location: Necromancer areas.
HP: Low-Average
Movement: 3 hexes; flies
Range: 1-3 hexes (1 is a melee attack)
Strengths: Mascots (enemies that are debuffed not only receive the decreased stats, but also cannot be buffed by mascots, essentially causing a double debuff to an enemy that is regularly buffed by the mascot)
Resistances: Electricity. Debuffs (from other wraiths). Vampire bites (because they can't bleed).
Weaknesses: Unicorn horns, people with shields can block its ranged attack.
Slots: 1
Unique Abilities: Its ranged attack shoots a pinkish bolt that debuffs enemies by lowering their attack, defense, and accuracy. This can make even melee fighters miss their attacks.

Works Well WIth: A strong frontline team.

Doesn't Work Well With: Unicorns, they miss too much and if they accidentally hit your wraith it would probably chunk half its health.

Customization: Mask, Robe decorations

Tips: The wraith is a sort of support unit. It should be kept in the backlines and should be aiming at the enemy's main damage dealer (unless they have a shield). You can use the wraith as a "mark for death" character. Debuff an enemy and overwhelm them. One thing to note is that wraiths ranged attacks often chain onto an adjacent fighter, so be careful when your fighters are next to a wraith's target. One way to avoid this is to use the wraith's melee attack when it is safe to do so. There doesn't seem to be a damage penalty to using the melee attack, but the debuff chance is lowered.

Rank: 3. I like wraiths, but they just don't do enough damage to be that strong. Also, they don't always debuff the enemy, so they're a bit risky.
Mascot
Location: Really anywhere. It seems that a lot of quests have them. They can also be found commonly in Putt Putt's Greens of Sorrow.
HP: Low-Average (Although it has a lot of weaknesses)
Movement: 2 hexes
Range: 1 hex
Strengths: None.
Resistances: None.
Weaknesses: Poison (33%), Electricity (33%). Wraiths, as your units that are debuffed cannot be buffed by the mascot.
Slots: 1
Unique Abilities: It buffs nearby units within 1 hex radius. It has a melee attack just in case that does about 2-3 damage, 1-5 times (can actually do pretty good damage). It also explodes for massive damage within a 1 hex radius around it upon death (fire damage).

Works Well WIth: Ranged humans and unicorns. The mascot gives an accuracy buff that is mostly useless to melee fighters, but very useful to ranged units. Also, when it buffs archers, the mascot can be kept far away from the fight, yet still be useful. It also works well with spidaurs because you can put them on the back of a spidaur and it still buffs the spidaur that it is on and the units around it while the spidaur protects it. Lastly, it works well with cupcakes because it buffs their healing, which helps them reach their full potential.

Doesn't Work Well With: Any undead fighter (wraiths, zombies). The mascot doesn't buff them. It also doesn't work well with other mascots because their buffs don't stack. It doesn't work well with pixies, robots, or mushrooms because the mascot is weak to all of their attacks and it is easy to accidentally hit it considering all of those units have an AOE attack.

Customization: Body type, Instrument

Tips: Be sure to always have your mascot buffing as many people as possible while still keeping it in a safe position. Sometimes you can even find positions where it can buff a lot of teammates and use its melee attack while still being safe. When the mascot is about to explode, run it towards the enemy's highest health melee fighters. Don't let the enemy use their ranged people to make its explosion hit nothing. Try to use the terrain to your advantage by moving the mascot onto spikes or onto mushroom poison to force its explosion wherever you want it to be.

Rank: 3. Mascots are pretty good but in most situations its just better to have another fighter. They also pose a strong risk of blowing up your own team since they will spend most of the game being as close to as many teammates as possible.
Rainbow Horse (Unicorn)
Location: Candy areas. Sometimes volcanic areas and snow areas.
HP: Low
Movement: 2 hexes
Range: 6-8 hexes
Strengths: Wraiths. Horns do extra damage to vampires (because they are sharp projectiles!)
Resistances: None.
Weaknesses: Melee people can rush it and kill it quickly. Shields can block the horns. Wraiths can lower their accuracy, which is already terrible.
Slots: 1
Unique Abilities: They shoot an explosive horn at the same range as a mortar, but with much less accuracy. The horn can hit someone, which will do a little bit of damage and will then either explode or not explode. If it explodes, it will cause a large amount of damage on the tile that it landed and will do medium damage to a few surrounding tiles. If it doesn't explode, it will stick to the ground and charge up. It will then explode within a few turns, gaining strength for each turn that it doesn't explode on.

Works Well WIth: Mascots, because their accuracy is horrible and mascots help with that a lot.

Doesn't Work Well With: Wraiths, cause they'll probably accidentally hit them and hurt them a lot.

Customization: Back Decoration

Tips: Unicorns are a risky alternatives to the mortar. They do more damage, but are highly random. Treat them the way you would treat a mortar person, just keep in mind the increased risk of friendly fire. One difference unicorns have from mortar people, however, is the chance of horns not exploding. This can be used to ruin enemy formations and positioning. Just fire a horn in the middle of an enemy formation and it will become too risky to hold it while the horn charges up.

Rank: 4. This is only because mortars are so strong right now. There's really no reason to use a unicorn instead of a mortar because mortars are just better in every way.
Cyclops
Location: Anywhere.
HP: High
Movement: 2-3 hexes (Depending on equipment)
Range: 1 hex
Strengths: Mushrooms. Helmets if they are using a mallet or heavy mallet.
Resistances: Projectiles if they have a shield. Swords if they have a helmet.
Weaknesses: Crowd control, because they count as 2 people. Therefore, if they get stunned or locked down its as if 2 people got stunned or locked down.
Slots: 2
Unique Abilities: Currently, cyclops are the only units in the game that can use a heavy mallet. Cyclops naturally have a chance to knock enemies back a couple hexes and they naturally have a slow chance. They can knock units over walls and terrain.

Works Well WIth: Most units.

Doesn't Work Well With: Any other units that take 2 or more slots. If your party only has 3 units then it is easily defeated by crowd control (stuns, freezes, etc.)

Customization: Helmet, Weapon, Shield

Tips: Cyclops make stout defenders. They can knock enemies away from your formation while still doing massive damage. They are super tanky, too. Considering heavy mallets are unique to cyclops, I think that they should be used in almost every situation. This makes the cyclops an anti-tank tank with tons of damage...pretty strong right? If you want just a straight tank cyclops, it would be best to use a small sword because that makes them attack twice (thats double the knockback and slow chance), but I don't think that any other weapon types are very good on them.

Rank: 1-2. Cyclops are just very strong. They're basically like 2 humans combined into one and since humans are very strong, cyclops are too.
Gnome
Location: Tinkletown Country. Some random areas. Possibly King Dualcore's Robozone?
HP: Low
Movement: 2 hexes
Range: 3 hexes
Strengths: Electrobots
Resistances: Electricity
Weaknesses: Poison, Fire
Slots: 1/2
Unique Abilities: They can heal robots. They can also launch units (except for spidaurs and any unit that takes 2 or more slots) a set number of hexes, about 5. It isn't always 100% accurate. Other than that, they have a weak ranged attack that often misses.

Works Well WIth: Robots, since they can heal them. They're also good with mushrooms because they can launch the mushrooms into good positions that the mushrooms couldn't normally get to due to their lack of mobility. Watch out for the poison friendly fire though.

Doesn't Work Well With: Pixies, for friendly fire reasons. Pretty much anything other than robots or mushrooms.

Customization: Chairs

Tips: There isn't much to say about them. Their accuracy is worse when further away. They're pretty much only good on teams with robots and mushrooms. They have to be protected.

Rank: 4. For the reasons listed above.
Kobold
Location: Forests.
HP: Low
Movement: 4 hexes
Range: 1 hex
Strengths: Archers and mortar people.
Resistances: Arrows and mortars, fire, heavy weapons (because of high dodge chance)
Weaknesses: None?
Slots: 1/2
Unique Abilities: Anti-archers. They take less damage from archers, do more damage to archers, and can easily rush them while dodging attacks from other enemies.

Works Well WIth: Units that take 2 or more slots since they help fill out the team. They're strong in numbers and they are a good addition to any team that takes too much harass from ranged enemies. Also, pixies since they are resistant to the fire from pixies in addition to both having a high dodge chance so you can make a party based around dodge.

Doesn't Work Well With: Nothing in particular

Customization: Back decoration

Tips: You'd be surprised at how much damage these little guys can get out. They're very mobile and can overrun enemies, but they should be mainly used to handle archer type enemies. They do not get bonus damage against unicorns or wraiths.

Rank: 3. Very situational. They're mainly here because zombies are just better in most situations.
Spidaur
Location: Forests. The Wood Wide Web has a lot of them.
HP: Average-High
Movement: 3 hexes
Range: 1 hex
Strengths: None
Resistances: Poison
Weaknesses: Ice, mallets if they have a helmet on
Slots: 1
Unique Abilities: They have a pretty good snare chance on attack. They do two attacks, similar to a light sword. Units can mount on a spidaur and ride it around. This changes both unit's mechanics a bit. The spidaur loses one movement point and will take damage instead of the person on its back, although AOE attacks will still hit both. The person on their back attacks regularly, but is protected by the spidaur. Also, spidaurs create web walls with terrain and other spidaurs. When they are one space away from a wall (including the borders of the map) or another spidaur, they will create an impassable (for enemies) wall.

Works Well WIth: Archers, because the archers can get on their backs and still have extra ammo every turn, although they won't shoot the enemies directly next to the spidaur. Mascots, because mascots can ride on the spidaur and be protected while still buffing the spidaur and other units around it. Cupcakes, because they can safely heal other units from the back of the spidaur (although they can't heal the spidaur). Mushrooms, since the spidaurs are resistant to poison (only 33% resistance but it helps).

Doesn't Work Well With: Anything that can't ride on it.

Customization: Helmet, leggings

Tips: Spidaurs are best used as tanks. If you have a human thats about to die, put them on the back of the spidaur and then they can only kill him with AOE or if they kill the spidaur first. They take some practice to get used to, but the walls that they create can be incredibly useful. Overall, they have a lot of potential for anything.

Rank: 1-2. There are some amazing plays you can make with spidaurs webs and such. They're the perfect defender unit, since they're naturally tanky and can wear a helmet and build walls to protect units behind them. Their damage isn't amazing, but their decent snare chance makes up for it.
Pixie
Location: Just about anywhere. I think they show up more in forests.
HP: Low
Movement: 3 hexes; flies
Range: 2-2 hexes (cannot hit enemies only 1 hex away)
Strengths: Hair trolls, troll moms, and troll babies. Gnomes. Mascots.
Resistances: Heavy weapons (because they have high dodge chance), fire
Weaknesses: Electricity
Slots: 1
Unique Abilities: Pixies use an AOE fire attack. It hits the space that it targets and a few random spaces around it? It has a chance to leave a fire on the ground in any of the spaces that it hits that will damage units that walk through it or stay standing on it for a turn.

Works Well WIth: Melee humans or cyclops with the heat guard shield, since that will mitigate much of the friendly fire damage that happens. Kobolds, since they naturally have fire resistance. Robots, because both provide AOE damage and the robots ability to fly and teleport allows it to not take fire damage from fire thats on the ground. Robots also have a fire resistance just in case the pixie explosion hits them. Despite this, be careful that the robot doesn't accidentally hit the pixie or it will do a lot of damage.

Doesn't Work Well With: Hair trolls or hair moms, since it will most likely accidentally damage them a lot.

Customization: Helmet, wings

Tips: The main thing to worry about with pixies is the risk of friendly fire. They are capable of doing massive damage to enemies, but also to your own team if you aren't careful. So position carefully. Also, pixies can be easily killed by enemies because they are very squishy and dodge isn't always the most reliable thing, so they need to be protected.

Rank: 2-3. They have a lot of potential, but are a bit awkward since their kit kind of contradicts itself. It requires that they have a lot of melee units to defend them, yet punishes melee units with friendly fire. To be honest, I haven't used them much so I may be wrong or just haven't figured out how to use them yet.
Hair Troll
Location: Necromancer Areas. Snow areas.
HP: High
Movement: 3 hexes
Range: 1 hex
Strengths: Hair trolls, troll moms, troll babies?
Resistances: Ice
Weaknesses: Fire
Slots: 2
Unique Abilities: Hair trolls have the ability to heal at the beginning of each turn, as long as they aren't crowd controlled (which includes octoclops turning?). They heal about 3 health each turn. They also have a chance to throw enemies 1-2? spaces behind them when attacking, which can go over terrain and walls.

Works Well WIth: Zombies or kobolds to fill in the empty spaces in your party. Kobolds are good since they can handle archers that are normally strong against the hair trolls since they can't have a shield. Strong frontline teams that can throw an enemy and then surround them and kill them quickly. Electrobots, because electrobots can defend hair trolls by taking out the pixies and mascots that do extra fire damage to the hair trolls.

Doesn't Work Well With: Pixies, friendly fire risk. Other units that take 2 or more slots cause party size concerns (see cyclops for details). Archers or any other unit that needs defending because they will often throw enemies behind them, directly at who they are trying to protect.

Customization: Head decoration

Tips: Hair trolls make the front line of many teams. They're naturally tanky, made even better by their ability to heal every turn. They aren't good on teams with squishy ranged people generally because they'll throw enemies at them. They're meant from strong frontline teams with a lot of melee people so that they can throw an enemy back, surround them, and make quick work of them.

Rank: 1-2. For the reasons listed above. I haven't used them too much so i'm not entirely sure how good they really are.
Electrobot (Robot)
Location: King Dualcore's Robozone. The Redcoats questline has tons, and even gives you one for completing one of the quests.
HP: Low-Average
Movement: 3 hexes; teleports (can go through walls and obstacles); flies
Range: 1-2 hexes (1 is a melee attack, 2 is a chain lightning attack)
Strengths: Pixies, mascots.
Resistances: Poison (100%). Vampire bites (because they can't bleed). Fire (35%)
Weaknesses: Gnome attacks, acid (including the snakes from gorgons)
Slots: 1
Unique Abilities: Robots have a melee attack that has relatively low damage, but a good stun chance (31%). Their ranged attack is a chain lightning attack (that also does extra damage to enemies in water). It chains from the unit it originally hits to another unit that is 2 hexes away (so 1 hex in between them, the same range between the robot and its first target). It prefers to move to enemies before your allies or your own people, but it can hit your own people. It can chain to 5 different enemies, yet it seems to stop even when it shouldn't sometimes. It also stops if an enemy dodges it. This chain attack also has a stun chance, but it is a much lower chance. Lastly, robots can teleport, allowing them to move through terrain and objects.

Works Well WIth: Pixies, because robots are resistant to friendly fire damage, although you have to be careful that the robot's lightning doesn't accidentally hit the pixie. Mushrooms, because they are immune to their poison attacks. They can really fit in on any team. They are good at doing damage to large groups of enemies. Hair trolls, because electrobots counter pixies and mascots, which can be dangerous to hair trolls (because of their fire damage. A well placed mascot explosion can kill a hair troll in one hit).

Doesn't Work Well With: Nothing in particular.

Customization: Head Decoration

Tips: The chain lightning is something that takes a bit to get used to. It punishes enemies for having loose formations. Sometimes you can hit almost the entire enemy team. Sometimes you can only hit one. If you can only hit one, it would be best to use the melee attack because it has no damage penalty, it just can't chain to other enemies (or your own people) and it has a nice stun chance. When using robots, positioning is everything. You have to position them to hit the right enemy while also positioning your own people to avoid hitting them and paying attention to enemy positioning. Luckily, their ability to teleport helps them reach hard to reach positions and get in the best possible areas.

Rank: 1-2. There's really no downside to robots. Their damage to a single target isn't great, but the stun chance makes up for it. They're tanky. They're mobile. They have high damage potential. They make a great addition to any team.
Mushroom
Location: Forests.
HP: Average
Movement: 2 hexes
Range: 1 hex
Strengths: Mascots, gnomes, enemies with high defense? (because defense doesn't block poison damage?)
Resistances: Poison. They have a chance to deflect arrows with their caps.
Weaknesses: Mallets.
Slots: 1
Unique Abilities: Mushrooms release a poison cloud when next to enemies. The cloud surrounds the spaces around the mushroom. It doesn't always cover every hex around it. It seems to be random which ones that it affects. The poison does initial damage when the mushroom releases it, although it is very small. The unit is then poisoned and will take damage every turn for a few turns (2 or 3?). The poison cloud stays on the ground for a turn. If any units walk through it (including flying units!), they will also be poisoned. If a poisoned unit walks through the cloud, its poison timer will be reset. The mushroom also has a strong melee attack that it will use against other mushrooms and robots (if they are the only thing in the mushroom's range) because they are immune to poison.

Works Well With: Robots, because robots are immune to poison. Gnomes, because they can launch the mushrooms into good positions. Spidaurs, because they have a resistance to poison (33%).

Doesn't Work Well With: Mascots and cupcakes, since they take extra damage from poison. Lots of melee units, since there is a risk of friendly fire.

Customization: Face, head decoration

Tips: Similar to robots, positioning is everything with mushrooms. The problem is, their movement is very low. Putting them in positions where they can poison as many people as possible before they die. You sort of use mushrooms like you would a mascot thats about to explode, except its tanky. Mushrooms are tanky and you just throw them into the enemy formation as a sort of distraction. It can be useful to take advantage of their melee attack that they use against other mushroms and robots, as it is pretty strong damage.
I think I need to devote a section here for the synergy between mushrooms and robots. I would say that they complement each other more than any other characters in the game. Robots are immune to poison, so you can use mushrooms without any risk of friendly fire. In addition, the way that mushrooms attack punishes enemies for clustering together, therefore encouraging them to spread out. Robots do the opposite, punishing enemies for spreading out and encouraging them to cluster together. These units together can really confuse enemies positioning. They'll never really be sure what to do. The fact that gnomes also work well with both is just icing on the cake. You can use the gnomes to launch mushrooms and then to repair the robots. This is a very strong party composition.

Rank: 2-3. Other than the party comp listed above, mushrooms are pretty much useless it seems. Their poison is too risky on most teams, which results in them running off on their own and either getting outrun due to their terrible mobility or getting mobbed and killed before they can do any serious damage. They have their rank solely due to the above team comp.
Zombie
Location: Necromancer Areas.
HP: Low
Movement: 2 hexes
Range: 1 hex
Strengths: None.
Resistances: Swords if they have a helmet on. Poison. Vampire bites (because they can't bleed).
Weaknesses: Ice, mallets if they have a helmet on.
Slots: 1/2
Unique Abilities: Zombies have a chance to slow enemies with each attack. They also have the unique ability to revive after they die, with this chance halving each time they die. They cannot revive if there is a unit standing on their gravestone. The gravestone will flash for a few turns after they die. Eventually, they will either revive or it will stop flashing, signaling that they aren't going to revive.

Works Well WIth: Any unit that takes 2 or more slots since they can fill in the cracks. Strong frontline teams that need some extra crowd control or tanks.

Doesn't Work Well With: Teams that have a lot of units (lots of kobolds or other zombies) because their graves will almost always be blocked. Mascots, because they don't get the buff from them.

Customization: Helmet

Tips: Zombies make very strong tanks despite their low health since they can wear helmets. Their damage isn't bad either, especially when complemented by their slow chance. Mostly, they are good at helping your team to lock down enemies by slowing them and giving more units to box them in. If your zombies are caught alone, they will most likely die quickly. Also, despite the fact that heavy helmets put them overweight, they still aren't bad with them on.

Rank: 2. They make great additions to any team. They can really find a place in any team comp. They're also the best 1/2 slot unit for general situations. Their rank isn't higher because their damage isn't amazing and a team doesn't really ever need more than 2 sets (4 zombies) on it. Also, there are some situations where other units just fundamentally do better.
Cupcake
Location: Candy Areas.
HP: Low-Average
Movement: 3 hexes
Range: 1-2 hexes
Strengths: None (because it can't do damage)
Resistances: Vampire bites (because it can't bleed)
Weaknesses: Poison.
Slots: 1
Unique Abilities: Heals your units instead of damaging enemy units. They take 1 damage and heal your units by about 3 to up to 7ish with a mascot buff. They do this 2 times a turn, meaning that they will take 2 damage and heal by around 10 each turn. When they are below about half health, they begin to heal 2 health each turn to themselves.

Works Well WIth: Mascots, because they buff cupcake healing. Spidaurs, because they can ride on their backs and safely heal from there.

Doesn't Work Well With: Zombies or robots, since they cannot be healed by cupcakes (Wraiths aren't supposed to be I think, but they are). Mushrooms, because they take extra damage from poison. Other cupcakes, cause you don't really ever need 2 healers on your team and they can't heal each other. Take the extra fighter instead.

Customization: Frosting, head decoration.

Tips: Cupcakes have to be protected. They're very squishy, especially since they naturally lose health from their kit. If you do use a mascot with them, I highly recommend taking a spidaur to protect them and being careful. Cupcakes have a long range, but have the chance to miss from far away. If this happens, the frosting falls on the ground and can be picked up by any unit, potentially healing enemies. Also, if they are far away, they have a strong risk of getting caught out, since enemies should target them first, so its best to keep them close to your team.

Rank: 3. Their healing is good but it just isn't worth it usually. Its generally better to just have another fighter. Since they take 2 damage each turn and only heal by about 10, theres only a net gain of about 8 team health per turn. Pretty much any other fighter can do more than 8 damage each turn. Also, they get targeted and killed quickly in most games. They're pretty much only good if you have a very tight formation, the enemy ignores them, or you keep them far away protected by archers and send injured units there when they need it (which will most likely require a partner to do).
Gorgon
Location: Marshy, wet areas. One of the maps has a huge marsh on the left side.
HP: Average-High
Movement: 3 hexes with a light sword, 2 hexes with a medium or large sword.
Range: 1-3 hexes (1 is a melee attack, 2-3 is a spit attack)
Strengths: People with helmets, Robots (with their spit attack)
Resistances: Electricity (35%)
Weaknesses: None
Slots: 2
Unique Abilities: Gorgons use the same swords that humans use. They also have a ranged spit attack that has a chance to slow enemies and ignores the defense on helmets. Also, when damaged, they have a chance to spawn a small, AI controlled snake. It dies in about 1 hit and does 5 or so acid damage, meaning that it does do extra to robots.

Works Well WIth: Kobolds or zombies, for the same reason as cyclops and hair trolls, with an emphasis on kobolds for the same reason as hair trolls.

Doesn't Work Well With: Other units that take up 2 or more slots.

Customization: Hair, Weapon (swords only)

Tips: They can only have 3? snakes out per gorgon. They should be kept away from environmental hazards (spikes, fire, etc.) because their snakes will often spawn on them and die instantly, although the snakes can be guided with the map controls (X is default for keyboard). They seem to work best with light swords, since those attack twice and give them an extra movement point. Elemental ones give another strong advantage. Although they can only use swords, their spit attack still does strong damage to people with helmets. They work well with people on your team that can do splash damage (archers with explosive bows) since they can often hit your own gorgons for 1-2 damage, but still spawn a snake.

Rank: 3-4. They just aren't as strong as the hair troll or the cyclops. Both of those can really do anything that a gorgon can do, but better.
Octoclops
Location: Probably the hardest unit to find. They are in wet areas. They can be found in the same place as gorgons, or just any fight near water. They seem to not show up as an enemy on the world map very much, so it might be easier to just go into battles near the water and flee if there isn't one.
HP: Low
Movement: 3 hexes; flies
Range: 2-2 range (cannot hit enemies 1 hex away)
Strengths: Enemies that take up 2 or more slots (because if you turn them it basically counts as you turning 2 people or 3 if its a troll mom). Other Octoclops.
Resistances: Acid.
Weaknesses: None.
Slots: 1
Unique Abilities: Octopclops use a ranged attack that does a small bit of damage and has a chance to turn enemies to your team for one enemy turn. This means that you don't get to control the unit during your next turn, but the enemy cannot control them for their next turn and have the risk of attacking them while it won't attack your or your ally's people. It also has a chance to cause confusion. This makes the unit see every other unit as an enemy. The other player still gets to control it, but it can damage their units too.

Works Well With: Strong frontline teams that can protect it.

Doesn't Work Well With: Not really sure.

Customization: Body gear.

Tips: Octoclops are another type of support unit similar to the wraith. They are very squishy and definitely need to be protected. Once Octoclops turn a unit, the units of the team it changes to can walk through it. This can be used to break enemy positions, as you can just turn the unit and then walk through them.

Rank: 4. They just aren't good. Confusion and being turned can easily be outplayed. Wraiths are better in pretty much every way. To be fair, though, I've never really used them before.
Troll Mom
Location: They seem to only have a few set locations.
HP: High
Movement: 2 hexes
Range: 1 hex
Strengths: Hair trolls, troll babies, and other troll moms.
Resistances: Ice.
Weaknesses: Hair trolls, troll babies, other troll moms, and fire.
Slots: 3
Unique Abilities: Has a 75% chance to spawn a little troll baby (controlled by AI) each turn. It also heals 1 health per turn. It also takes up 3 hexes. It has a melee bite attack that does okay damage (around 5).

Works Well WIth: Kobolds and zombies to fill the empty slots that it takes up. Especially kobolds to handle archers. Electrobots can defend them from pixies and mascots, which do fire damage. Another troll mom can be useful if you have a co-op partner to help defend you.

Doesn't Work Well With: Units that take up 2 slots.

Customization: Headgear

Tips: They are best used as a spawner that is protected and just shoots out little distractions. It can also be used to block large areas off, but due to its size, many enemies can hit it at once and make quick work of it. They should be kept away from environmental hazards (spikes, fire, etc.) because their spawns will often land on them and take a lot of damage, although the spawns can be guided with the map controls (X is default for keyboard). Having one on your team doesn't really work too well. Due to this, they work best with co-op players that can help defend them while they spawn stuff. Having one person take 2 troll moms and the other hide some archers behind them works pretty well.

Rank: 2. Troll moms received a huge buff with this update. Their babies are so much stronger. I'm not entirely sure why they're so much better but they are.
51 Comments
JourneyMap May 17, 2021 @ 6:17pm 
what is the best unit to have in all of your slots?
Necromancer Jul 24, 2020 @ 6:03pm 
You can also get a free troll mom by recruiting the wolf in sheep the sheep thrills quest.
Necromancer May 30, 2020 @ 7:29pm 
troll moms are with kobolds in mountainous areas, or near/in necromancer areas, sometimes in forests. also in the bear (Ursa Major) and grey matters (last Madame Megabat quest, Grendel XLR), but these are hard to recruit.
岁末 Apr 6, 2019 @ 7:03am 
@Mr.Headset they r pretty good in killing pixies,rainbow horses,gun/axe guy,octolops,gnomes as they elimate archer and mortars
Carbo Feb 13, 2019 @ 6:53pm 
Where can I find a troll mom?
Hello Sep 22, 2018 @ 8:28pm 
Robots can't be healed by cupcakes and plus with their below average health makes them in my opinion a pretty crappy unit. You can argue you can use gnomes to heal the robot, but gnomes don't really heal that much, and they suck already. So basically I think robots suck in most ways. Plus mushrooms destroy them.
grimbly  [author] Jul 23, 2018 @ 10:59pm 
@Of Sirens & Psychos The tier list is pretty out of date. There are other tier lists made by other creators that are more up to date. This is primarily just a guide for general information about units and all of the tiers are just my own biased opinion and gameplay experience. :) I'm glad that you like cupcakes, I'm starting to grow pretty fond of them myself.
Psycho Daddy Jul 23, 2018 @ 9:42pm 
Like id rank up the cupcake to 2 cause the cupcake saves you so much and when it levels up it gets all its health and continues healing, i can name a number of times when gluten saved me.
grimbly  [author] Jul 23, 2018 @ 7:44pm 
@Of Sirens & Psychos Thanks! Do you mean you disagree with the tier list stuff?
Psycho Daddy Jul 23, 2018 @ 7:26pm 
I like your guide but there are a number of idea's I disagreed with and could help fill out